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Issues of social justice have been an important part of social psychology since the explosion of psychological research that occurred during and after World War II. At that time, psychologists began to move away from earlier theories that paid little attention to people's subjective understanding of the world. As increasing attention was paid to people's thoughts about their social experiences, it was discovered that people are strongly affected by their assessments of what is just or fair in their dealings with others. This recognition has led to a broad range of studies exploring what people mean by justice and how it influences their thoughts, feelings, and behaviors.
A playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they've been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children's television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
Issues of social justice have been an important part of social psychology since the explosion of psychological research that occurred during and after World War II. At that time, psychologists began to move away from earlier theories that paid little attention to people's subjective understanding of the world. As increasing attention was paid to people's thoughts about their social experiences, it was discovered that people are strongly affected by their assessments of what is just or fair in their dealings with others. This recognition has led to a broad range of studies exploring what people mean by justice and how it influences their thoughts, feelings, and behaviors.
This Element presents the history, research, and future potential for an alternative and effective model of policing called 'legitimacy-based policing'. This model is driven by social psychology theory and informed by research findings showing that legitimacy of the police shapes public acceptance of police decisions, willingness to cooperate with the police, and citizen engagement in communities. Police legitimacy is found to be strongly tied to the level of fairness exercised by police authority, i.e. to procedural justice. Taken together these two ideas create an alternative framework for policing that relies upon the policed community's willing acceptance of and cooperation with the law. Studies show that this framework is as effective in lowering crime as the traditional carceral paradigm, an approach that relies on the threat or use of force to motivate compliance. It is also more effective in motivating willing cooperation and in encouraging people to engage in their communities in ways that promote social, economic and political development. We demonstrate that adopting this model benefits police departments and police officers as well as promoting community vitality.
A playful reflection on animals and video games, and what each can teach us about the other  Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both. Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more. Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
The transport paintings of Malcolm Root need little introduction. His books continue to sell widely year after year. Combined with Tom Tyler's text, this book brings together a whole new series of transport images, from traction engines to aircraft.
The Greek philosopher Protagoras, in the opening words of his lost book Truth, famously asserted, "Man is the measure of all things." This contention-that humanity cannot know the world except by means of human aptitudes and abilities-has endured through the centuries in the work of diverse writers. In this bold and creative new investigation into the philosophical and intellectual parameters of the question of the animal, Tom Tyler explores a curious fact: in arguing or assuming that knowledge is characteristically human, thinkers have time and again employed animals as examples, metaphors, and fables. From Heidegger's lizard and Popper's bees to Saussure's ox and Freud's wolves, Tyler points out, "we find a multitude of brutes and beasts crowding into the texts to which they are supposedly unwelcome." Inspired by the medieval bestiaries, Tyler's book features an assortment of "wild animals" (ferae)-both real and imaginary-who appear in the works of philosophy as mere ciferae, or ciphers; each is there deployed as a placeholder, of no importance or worth in their own right. Examining the work of such figures as Bataille, Moore, Nietzsche, Kant, Whorf, Darwin, and Derrida, among others, Tyler identifies four ways in which these animals have been used and abused: as interchangeable ciphers; as instances of generalized animality; as anthropomorphic caricatures; and as repetitive stereotypes. Looking closer, however, he finds that these unruly beasts persistently and mischievously question the humanist assumptions of their would-be employers. Tyler ultimately challenges claims of human distinctiveness and superiority, which are so often represented by the supposedly unique and perfect human hand. Contrary to these claims, he contends that the hand is, in fact, a primitive organ, and one shared by many different creatures, thereby undercutting one of the foundations of anthropocentricism and opening up the possibility of nonhuman, or more-than-human, knowledge.
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